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Everything posted by scottadges
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Ok, thanks! I will take a look at updating that and follow up with this thread if I'm seeing more log spam. EDIT: I just checked and according to CKAN, I'm running the 2.4.1 version of Tweakscale. That's the only one that I've loaded since I began this 1.6.1 playthrough. Again thank you! That's very helpful. I seem to remember getting the file placement for KJR on 1.6 was difficult. Looks like I did it wrong, but now I've fixed that! I really appreciate all your time looking through the log file and your work on this mod. Good luck with the power stuff!
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Oh cool, so is this the right word for English "danger": Опасность? And in other Russian-BDB-related non-sequiturs... what is the context of the latest update title: Брyно Surely not.... Ok sorry... I just couldn't help myself after googling what the title might mean. LOL I'll stop spamming this thread now!
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Coooool! I'll have to try out this version. I have some craft in orbit that will *conveniently* suffer reentry issues (since they're using Kerbal Health) and then I can install Kerbalism on my main game. Oh, another question: Do we still need the "CC_RemoteTech.dll" file to make certain things work properly? I have it with my previous Kerbalism files in my backup mods folder. (can't remember what the file did... just that I got it from Discord and it fixed... something.)
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totm nov 2023 SpaceX Discussion Thread
scottadges replied to Skylon's topic in Science & Spaceflight
You guys probably know this, but a bit of googling found out this guy legally changed his name to "Brogan BamBrogan". https://www.businessinsider.com/how-hyperloop-founder-brogan-bambrogan-got-the-greatest-name-ever-2016-5 He's working on Hyperlook now as their CTO. And he regularly rocks awesome facial hair. LOL -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
scottadges replied to TriggerAu's topic in KSP1 Mod Releases
I'm reviewing this thread for some EXCEPTION issues I was seeing in my log when I scrolled to this post. Add a +1 from me for getting KSP-ARP & Kerbal Alarm Clock added to stock. Yes please! -
Hey all, checking back in on Kerbalism. I've been running 1.6.1 for a bit but I'm really missing Kerbalism, since when I checked a while back there were some issues. Anybody still seeing any concerns running on 1.6.1? I'm assuming (fingers crossed!) nothing other than the memory stuttering, which I've already installed the MemGraph add-on. Appreciate the confirmations!
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Hi there, I'm using the 2.2.2 version of Trajectories and running KSP 1.6.1 as a fresh install with a variety of mods. Looking through my log, I'm noticing a few EXCEPTION spams and thought I'd check this thread to see what might be the issue? Here's an example of the error: [EXC 19:37:12.036] IndexOutOfRangeException: Array index is out of range. (wrapper managed-to-managed) object:ElementAddr_3_8 (object,int,int,int) Trajectories.AeroForceCache.GetCachedForce (Int32 v, Int32 a, Int32 m) Trajectories.AeroForceCache.Sample2d (Int32 vFloor, Single vFrac, Int32 aFloor, Single aFrac, Int32 mFloor) Trajectories.AeroForceCache.Sample3d (Int32 vFloor, Single vFrac, Int32 aFloor, Single aFrac, Int32 mFloor, Single mFrac) Trajectories.AeroForceCache.GetForce (Double velocity, Double angleOfAttack, Double altitude) Trajectories.VesselAerodynamicModel.GetForces (.CelestialBody body, Vector3d bodySpacePosition, Vector3d airVelocity, Double angleOfAttack) Trajectories.Trajectory+<>c__DisplayClass51_0.<AddPatch>b__0 (Vector3d position, Vector3d velocity) Trajectories.Trajectory.RK4Step (SimulationState state, System.Func`3 accelerationFunc, Double dt, .Vector3d& accel) Trajectories.Trajectory+<AddPatch>d__51.MoveNext () Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__42.MoveNext () Trajectories.Trajectory.ComputeTrajectory (.Vessel vessel, Trajectories.DescentProfile profile) I can provide a full log file if necessary (I didn't want to bother you with a big log file) but that's basically the main error. Thanks for any input!
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
scottadges replied to TriggerAu's topic in KSP1 Mod Releases
Hi there, love this mod and have been using it forever. I did a fresh install of KSP 1.6.1 and reinstalled my mods, including this one (v2.9.3.0, and haven't noticed any major problems on the front-end. But looking through my log now, I'm seeing a variety of issues (I won't bother you with other non-KSPARP mods), specifically this code: [EXC 19:21:01.958] NullReferenceException: Object reference not set to an instance of an object KSPAlternateResourcePanel.KSPAlternateResourcePanel.SetAppButtonToTrue () KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () I'm seeing it a few times in the log. I can provide more detail if necessary. Any idea what this error is doing? Thanks for any input! -
totm nov 2023 SpaceX Discussion Thread
scottadges replied to Skylon's topic in Science & Spaceflight
I was playing KSP running a little Munar mission listening to the music from the Nusantara launch. Of course, watched the liftoff and MECO/SECO but in between it was pretty sweet having a SpaceX DJ to my KSP-ing. -
Hi there, I've been noticing some NullReference spam in my latest log and quite a few of them are coming via TweakScale. Any thoughts on what these errors mean? These are the two types of errors that TS is showing in the log. [ERR 17:41:33.204] Module TweakScale threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 17:55:39.714] Module TweakScale threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 Here's a link to the whole LOG file: KSP 022119 Time 2038.log Note that while I'm seeing a number of other NullReference spam in the log, and I'm running quite a few mods.... I'm not at the uninstall-all-my-mods diagnosis stage just yet. I appreciate if responses don't include the words "uninstall all your mods" LOL (gawd I don't want to go through that... )
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I've used a few different schemes when playing KSP, but not nearly as organized/complex as some I'm seeing detailed out here. Lately, I've settled on a basic system organized around: KSC-[XXX] designation for specific missions, with each launch getting a new number X-[#] for prototype craft and before anything goes on a specific mission For example, in my Career game the first ship to launch was "KSC-001 First Ship" which after several more missions, I saved out as "X-0 Science Capsule". This was just the most basic parts to get science and unlock tech tree. Later craft in the "X" series include: SX-1: First orbital station built in VAB as one prototype, then launched across three different missions UX-1: The first unmanned craft for science purposes, which this designation could be a satellite or an unmanned resupply vehicle Once craft are in space, I'll usually rename them according to purpose or any updates to the mission. So for example, the first space station around Kerbin became "KSS Alpha" and later "KSS Alpha I" after upgraded.
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Looking pretty sweet! Time to add to my (already) super-long KSP load time with this awesome array of new parts! Question: If I already have B9Partswitch and CommunityResourcePack from other installs, should I update with this one? (My existing are from about 2 weeks ago) I'm assuming these are just bundles of the already publicly-available versions of those other mods? No other changes from this mod within those other mods' folders? Thanks!
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I'm liking a lot of the mod so far, but I'm wondering if there's a way that I can go back to the stock versions of the Reliant and Swivel? I actually prefer those models, but I'd rather not drop the whole mod. Alas, I'm only marginally familiar with KSP under the hood, but I can find lines of text in a .cfg file, if there's something to tweak? If not, I totally understand. Appreciate any help you can provide!
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[1.9.x] RCS Build Aid Continued - New Dependencies
scottadges replied to linuxgurugamer's topic in KSP1 Mod Releases
I wanted to add here that I've been using this mod forever and love it! Thank you to LGG as always for supporting these great mods. I've recently updated to 1.6.1 and can report all seems to be working properly. I see the recent comment about 1.6.1 in an earlier thread so thought I'd confirm it's working for me. -
This seems like an awesome mod (that I can't believe I've never seen before!). I'm wondering about integration with Community Tech Tree, though? Do these parts fall within the tech tree appropriately? Note that I don't have an opinion on "appropriate" other than that they actually show up somewhere. In other words, do I have to worry about the parts not showing up if I'm using CTT?
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
scottadges replied to Nertea's topic in KSP1 Mod Development
Another mod I literally didn't know was out there that now I have to download immediately! Sorry @Nertea I'll let this thread back on track and stop posting about other mods. LOL -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
scottadges replied to Nertea's topic in KSP1 Mod Development
>o.O< wowowow I've literally never seen this mod before! Thank you! -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
scottadges replied to Nertea's topic in KSP1 Mod Development
Which is "RLA"? I find myself using the 45 degree RCS from Bluedog Design Bureau (I believe) parts. Love me some 45-degree reaction controllation! -
I'm sad to say I had forgotten about Opportunity. It seems so long now that it was running, like it would just go on forever. Here's hoping in about 100 years... somebody walks out of their Mars Hab and takes a little drive out onto the dunes to find it, dust it off, and bring it back home.
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So I'm pretty sure I was looking at the previous version of this mod way back when, and I remember thinking the parts were like... meh... but cool. Just not for me (then). You have really gone above and beyond with this latest update. I officially (not that I ever posted it before!) and completely retract my previous "meh" and replace it with a "hellz yeah". Great work on the textures! Can't wait to install once maybe bugs and such are worked out. But great work!
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What Cooler AIO did you use for this (it looks like a Corsair)? I'm looking at upgrading my i5-6600 (not overclocked) for an i7-7700K and have been looking at several options. I'll also need to upgrade my motherboard and was checking out the ASUS Z270 as well. Did you get the MBO for this new build, or did you have it before? And great job on the "case" Looks like a ton of work!
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I just started watching "Mars" on Netflix (the NatGeo show directed in part by Ron Howard) and so this must be synchronicity. Seeing your lander, the rover, and the basecamp reminds me of the first episode of that show! What engine is that on this craft? I know I've used it on a previous save, but it's been a while and I must not have that mod installed (or maybe I just can't find it). Love the simple-yet-functional design!